Added dz_visuals_friendly to not render friendly players. Change all cvars to a new format.
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@@ -36,7 +36,7 @@ static vec3_t get_closest_delta(vec3_t viewangles) {
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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float min_distance = FLT_MAX; // For tracking the closest player
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float best_fov = dz_aimbot->value;
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float best_fov = dz_aim_aimbot->value;
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vec3_t best_delta = { 0, 0, 0 };
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for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
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@@ -80,7 +80,7 @@ static vec3_t get_closest_delta(vec3_t viewangles) {
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}
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void aimbot(usercmd_t* cmd) {
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if (!CVAR_ON(aimbot) || !(cmd->buttons & IN_ATTACK) || !can_shoot())
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if (!CVAR_ON(aim_aimbot) || !(cmd->buttons & IN_ATTACK) || !can_shoot())
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return;
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/* Calculate delta with the engine viewangles, not with the cmd ones */
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@@ -93,12 +93,12 @@ void aimbot(usercmd_t* cmd) {
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engine_viewangles.x += best_delta.x;
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engine_viewangles.y += best_delta.y;
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engine_viewangles.z += best_delta.z;
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} else if (CVAR_ON(autoshoot)) {
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} else if (CVAR_ON(aim_autoshoot)) {
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/* No valid target and we have autoshoot, don't shoot */
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cmd->buttons &= ~IN_ATTACK;
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}
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if (CVAR_ON(aimbot_silent_aim)) {
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if (CVAR_ON(aim_aimbot_silent)) {
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vec_copy(cmd->viewangles, engine_viewangles);
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} else {
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i_engine->SetViewAngles(engine_viewangles);
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